Base Class: Fighter
Arcane Weapon Specialist that magically forge their own weapons and have the ability to change the shape and elemental properties of their forged weapons.
They are able to change their weapon into any weapon that they have studied and added to your Smither's Book. Ranged weapons use magical ammunition which must be forged.
All weapons a Magical weapons.
Arcane Weapon Smith CAN NOT use normal weapons, they can only use weapons they forged using Weapon Forge.
Weapon Forge
A large dark red ball is summoned next to you ready to work for you
As a Attack Action with open hands you can use Weapon Forge to Forge any weapon or ammunition you have studied using Weapon Smither for half the Material cost.
Weapon Forge weapons do the same damage as the normal weapons with extra +2 to Hit and Damage.
As bonus action with one open hand you can use Weapon Forge to give your weapon 1 Elemental states using your Weapon and materials.
Weapons made with this with can be stored in a magical pocket and summoned at any time and don't lose the Elemental state unless changed with Weapon Forge.
You can only have one weapon and 20 ammunition at a time.
Weapon States and Materials
- Fire +1d6 Fire damage - Torch
- Poison +1d6 Poison damage - Rotten food
- Ice +1d6 Cold damage - Ice Shard
- Acid +1d6 Acid damage - Acid
- Earth +1d6 Bludgeoning damage - Sand
- Death +1d6 Necrotic damage - Creature bones
- Lighting +1d6 Lighting damage - Glass
- Radiant +1d6 Radiant damage - Religions Symbol
- Thunder +1d6 Thunder damage - Small drum
- Force +1d6 Force damage - Magnetic Stone
Weapon Smither
With Weapon Smither and Smith's Tool you can take 10 mins to study Simple and Martial weapons to found out how they are make and can add them to your Smither's Book. With this knowledge you can take 10 mins to break down those weapons into its base materials so you can Weapon Forge them.
Roll a D20+INT+Proficiency to see how well you study and break down weapons
- 1-10 = study fail / half the weapon worth of materials
- 11-20 = study success / full weapon worth of materials
If you fail a weapon study you must have a short or long rest before you can study that weapon again
Smith's Warehouse
At 3rd level. A dimensional storage space that you can access at any time. It works the same as a Bag of Holding but it is not a item.
Master Blacksmith
At 7th Level, your knowledge of Smith has reached the level of a Master and your Forging skill is second to none.
With this knowledge you can take 10 mins to study any weapon to find out about its properties.
Your have advantage on Weapon Smither and Smith's tools checks and are able to upgrade weapons other than your Weapon Forge weapons.
Take 20 mins to make a smith's tools check with a DC of 15, on a success the weapon get a +1 to Hit and Damage on top of any other additions to Hit and Damage. You can only upgrade a weapon this way once.
Master of the Forge
At 10th Level, as an Action you can empower all weapon within 30ft of you. You and your allies get advantage on all weapon attack and get to roll an extra d10 to their damage. Lasts for 10 mins
Smith's Workshop
At 10th level. You are able to conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. The space is a fully equipped Smith's workshop with a door that accesses your Smith's Warehouse and a door that accesses a living space that has as many sleeping rooms has creatures in the space as well as a dinning table that has any food you wish. All objects created by this skill can not leave this space. When the skill ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. The skill lasts for 10 hours and can only be cast 1 per long rest
Forge Blaze
At 15th Level, twice per Long rest. You can use the Weapon Forge to make a 15-foot cone of fire from the you
Each creature must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a success.
The fire ignites any flammable objects in the area that aren't being worn or carried.
Ghosts of the Forge
At 18th Level, Every weapon Forge leaves a mark on the forge. When you are one with your forge it will protect you in times of danger with the ghosts of the Forge
Once per long rest as a Action you can summon up to 5 weapons you have forged before within 30ft of you. The weapons all attack targets within their range of attack from where they were summoned then return to the forge.
Previous Versions
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